Time-shifted multiplayer game

ABSTRACT

In one embodiment, a method provides a game for a first player. The method receives timing information for a second player that competed in a first instance of the game participated in by the second player and determines a set of parameters for an opponent in a second instance of the game based on the timing information. The second player started competing in the first instance of the game before the second instance of the game is started. Then, the opponent is created based on the set of parameters for the second instance of the game. After which, the method provides the second instance of the game in which the first player competes with the opponent. The opponent is automatically controlled in the second instance of the game by a game controller to perform according to the set of parameters.

RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.13/787,562, filed Mar. 6, 2013, which is hereby incorporated byreference in its entirety.

BACKGROUND

In games, such as racing games, a player competes against otheropponents. For example, in a single player game, a player may race a caragainst opponents' cars that are controlled by artificial intelligence(AI). The AI-controlled cars are automatically controlled during therace according to pre-set specifications. During the game, the playerattempts to beat the AI-controlled cars to record the fastest timepossible.

In another type of game, referred to as a real-time multiplayer game, aplayer competes with other live players. Real-time multiplayer games mayincrease the interest in the game as competing against a real-lifeperson may be more entertaining than competing against justAI-controlled opponents. Additionally, players may connect with friendsand compete against the friends. Providing the chance to compete againstfriends may further increase the interest and also cause a player toplay the game more and for longer times. However, there are times when aplayer's friends are not online at the same time as the player. Thus,the player can decide to play with random people or may play a game inwhich only AI-controlled opponents participate. In some cases, whenfaced with this scenario, a player might not be as interested in thegame or may decide not to play the game.

SUMMARY

In one embodiment, a method provides a game for a first player. Themethod receives timing information for a second player that competed ina first instance of the game participated in by the second player anddetermines a set of parameters for an opponent in a second instance ofthe game based on the timing information. The second player startedcompeting in the first instance of the game before the second instanceof the game is started. Then, the opponent is created based on the setof parameters for the second instance of the game. After which, themethod provides the second instance of the game in which the firstplayer competes with the opponent. The opponent is automaticallycontrolled in the second instance of the game by a game controller toperform according to the set of parameters.

In one embodiment, a method for providing a game for a first playerincludes: receiving, by a computing device, a second player's time forcompleting a race using a first racing entity in a first instance of aracing game participated in by the second player; mapping, by thecomputing device, the second player's time to a skill level for a secondracing entity in a second instance of the racing game based on a mappingtable of skill levels to predicted times for opponents in the race,wherein the first instance of the racing game is completed by the secondplayer before the second instance of the racing game is started;creating, by the computing device, the second racing entity for thesecond instance of the racing game based on the skill level; andproviding, by the computing device, the second instance of the racinggame in which the first player races a third racing entity that competeswith the second racing entity, wherein the second racing entity isautomatically controlled in the second instance of the racing game by agame controller to perform according to the skill level.

In one embodiment, an apparatus includes: one or more computerprocessors; and a non-transitory computer-readable storage mediumcomprising instructions, that when executed, control the one or morecomputer processors to be configured for: receiving timing informationfor a second player that competed in a first instance of the gameparticipated in by the second player; determining a set of parametersfor an opponent in a second instance of the game based on the timinginformation, wherein the second player started competing in the firstinstance of the game before the second instance of the game is started;creating the opponent based on the set of parameters for the secondinstance of the game; and providing the second instance of the game inwhich the first player competes with the opponent, wherein the opponentis automatically controlled in the second instance of the game by a gamecontroller to perform according to the set of parameters.

The following detailed description and accompanying drawings provide abetter understanding of the nature and advantages of particularembodiments.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a simplified system for providing a time-shiftedmultiplayer game according to one embodiment.

FIG. 2A depicts a simplified flowchart of a method for providing atime-shifted multiplayer game according to one embodiment.

FIG. 2B depicts a timeline for the time-shifted multiplayer gameaccording to one embodiment.

FIG. 3 depicts an example of a mapping table according to oneembodiment.

FIG. 4 shows an example of mapping tables that include performancelevels according to one embodiment.

FIG. 5 depicts a more detailed example of time-shifted multiplayerengine according to one embodiment.

FIG. 6 depicts a simplified flowchart for providing a game according toone embodiment.

FIG. 7 illustrates an example of a special purpose computer systemconfigured to provide a time-shifted multiplayer game according to oneembodiment.

DETAILED DESCRIPTION

Described herein are techniques for a time-shifted multi-player game. Inthe following description, for purposes of explanation, numerousexamples and specific details are set forth in order to provide athorough understanding of particular embodiments. Particular embodimentsas defined by the claims may include some or all of the features inthese examples alone or in combination with other features describedbelow, and may further include modifications and equivalents of thefeatures and concepts described herein.

FIG. 1 depicts a simplified system 100 for providing a time-shiftedmultiplayer game according to one embodiment. System 100 includes gamedevices 102 and a server 104. Game devices 102 may be computing devices,such as mobile phones, smartphones, tablet computing devices, personalcomputers, game consoles, and other devices that can provide a game.Server 104 includes a computing device that can communicate with gamedevices 102 through a network (not shown). Although one instance ofserver 104 is shown, multiple instances may be used and functionalitydescribed with respect to server 104 may be distributed across manyservers 104. Each game device 102 may include a game controller 110 thatprovides the game. For example, game controller 110 may be configured toset up the game and allow a player to play the game. Although gamecontroller 110 is shown in game device 102, functions described withrespect to game controller 110 may be distributed across many devices,such as in server 104.

Game devices 102 provide a game that various players can play. The gamemay be a timed game in which a player competes to receive a time in thegame. The time may be when an instance of the game is completed or aportion of the instance of the game is completed. For example, a racinggame, such as a car racing game, track and field game, downhill skiinggame, or other timed events, allows the player to compete against otheropponents. The game may offer various events, such as race courses, inwhich the player may control a game entity, such as a car, person,player, or other racing entity, around the course. In one example, aplayer may select various tracks in which the player can then control acar in competing against other opponents. Times are recorded maycorrespond to a complete race or portions of the race, such as each lapmay be timed. When the race is completed, the time the player took tocomplete the race is recorded.

In one embodiment, the game allows a first player to compete againstother players in a time-shifted, multiplayer fashion. For example, asecond player may complete a first instance of the game using gamedevice 102-1. In this game, the second player may receive a first time,such as the second player may receive a time of 3 minutes to complete acar race. Server 104 would store the second player's time in storage 106as “game information”. The game information may include the secondplayer's time and other information such as identifying information forthe second player (e.g., a user ID), the skill level or performancelevel, and the type of race.

When a first player wants to then play a second instance of the game,particular embodiments allow the first player to compete in a game inwhich one of the opponents is configured based on the second player'stime (e.g., from the already-completed game). For example, as will bedescribed in more detail below, the time the second player received inthe first instance of the game is used to configure an artificialintelligence (AI)-controlled opponent in the second instance of thegame. Then, the first player competes against the AI-controlled opponentin the second instance of the game. This gives the first player thesimulated experience of playing against the second player as the firstplayer can see the opponent and can race against them in the secondinstance of the game. Also, the AI-controlled opponent based on thesecond player can impact the race of the first player, which may lead toa more engaging experience for the first player. Thus, a multiplayergame is provided in a time-shifted manner as the second player isallowed to compete in an instance of a game before the first playercompetes in another instance of the game.

In one embodiment, a time-shifted multiplayer engine 108 determines whenthe first player initiates an instance of the game. Time-shiftedmultiplayer engine 108 may then send a request to server 104 todetermine if any possible opponents for the first player havecorresponding times for the same game. For example, time-shiftedmultiplayer engine 108 may determine if any friends of the first playerhave completed the game. Although friends are discussed, it will beunderstood that times for friends may include other users, such asrandom users that the first player does not know.

If there are any friends that have completed the game previously,time-shifted multiplayer engine 108 receives timing information for thefriends' times. For discussion purposes, only one friend's time will bediscussed, but multiple times may be used to create additionalopponents. Time-shifted multiplayer engine 108 uses the received timinginformation to configure an opponent to compete against the first playerin the second instance of the game.

In one embodiment, the AI-controlled opponent is configured with a setof parameters that attempts to control the opponent to perform similarlyto how the second player performed in the previous instance of the game.For example, the AI-controlled opponent is controlled to attempt toachieve the same time as the second player. In one example, time-shiftedmultiplayer engine 108 sets initial conditions for the opponent wherethe initial conditions are determined to be conditions that may causethe AI-controlled opponent to perform such that a time similar to thesecond player's time is received. However, because only initialconditions are set and game play may vary (e.g., the opponent maycrash), the ultimate time that the AI-controlled opponent receives mayvary. In another example, game controller 110 dynamically adjustscharacteristics of the game, such as the set of parameters, based on thegame play such that the AI-controlled opponent always receives a timesimilar to (e.g., the same as) the second player's time.

FIG. 2A depicts a simplified flowchart 200 of a method for providing atime-shifted multiplayer game according to one embodiment. At 202, gamecontroller 110 receives a selection of an event for a game. For example,the event may be a type of timed event, such as a racetrack. The eventmay also include other characteristics, such as a length, number oflaps, and number of opponents.

At 204, game controller 110 sends a request to server 104 to determineif any other players are eligible for competing in a time-shiftedmultiplayer game, such as the request is for friends of the firstplayer. For example, the first player may have a friends' list thatlists friends of the first player. In one embodiment, server 104maintains each player's friends list centrally. When server 104 receivesthe request, server 104 can retrieve the first player's friends list. Inanother embodiment, game device 102 sends a friends list for the firstplayer to server 104. In one embodiment, the friends list includesplayers that have been added as friends by the first player. In otherembodiments, players that are not friends may be used, such as randomlyselected players or players determined to be of a similar skill level asthe first player.

Once determining the friend's list, server 104 may then determinewhether any friends of the first player have played the same game. Forexample, server 104 may determine any friends of the player that have aneligible time. The eligible time may be for a completed game, or may bea time for a portion of a game, such as a lap or multiple laps. Also,the eligible times may be for events that have been completed during acertain time period, such as since the last time the player logged in.Thus, only new times are used. Also, server 104 uses the event selectedby the first player to determine a time by a friend that has completedthe same event. In this case, the eligible times may be event-specific.If a friend had completed a different event, such as a differentracetrack, then that friend's time is not applicable to this request.

At 206, game controller 110 determines if timing information for asecond player (e.g., a friend's) was received. If not (e.g., no friendshad completed the same event or game device 102 is offline and thuscould not connect to server 104), at 208, game controller 110 createslocal opponents for the event. For example, game controller 110 createsa number of cars that will race in the same race as the first player.

At 210, game controller 110 configures the local opponents to match theuser's skill For example, the first player may be associated with acertain skill level, such as a rating of how the user has performedpreviously. In one example, the skill rating may be a value from 0 to100. Local opponents are set up to be around the user's skill level. Forexample, if the user's skill level is 60, game controller 110 createsopponents from the 40 to 70 skill range.

Assuming that server 104 determines a friend had completed the event,server 104 sends timing information for the time that the friendreceived in completing the instance of the game. For example, server 104sends a time of 3:00 minutes and a user ID for the friend to gamecontroller 110. Server 104 may also send other information, such aspossibly a skill rating or performance level for the friend. The skillrating may be a rating of how the friend performs in the game. Forexample, the friend may take corners tightly on a racetrack or may driveon the grass a lot. The performance level may be a level of performancecharacteristics in the game, such as a race car may have a certain levelof performance, such as a high acceleration, better braking, or a highertop speed.

At 212, time-shifted multiplayer engine 108 selects a second player tocreate as opponents in the selected event assuming timing informationfor one or more second player's previous games was received from server104. For example, in one embodiment, only one friend may be an opponentthat is racing the first player in the event. However, the first playermay have multiple friends that have previously raced and they may allrace in the selected event. For example, a race track may have apossibility of 6 opponents (e.g., 6 opponent cars) and 6 friends may beselected. For discussion purposes, it will be assumed that one friend isselected to compete as an opponent in the selected event.

At 214, time-shifted multiplayer engine 108 creates an opponent based onthe timing information for the second player. As was described above andwill be described in more detail below, the opponent is created andconfigured with a set of parameters based on the timing informationreceived for the second player. For example, if the second player hadreceived a time of 3:00 minutes in a previous instance of the game inwhich the second player completed, then a car that is configured tocomplete the selected event in 3 minutes is configured. Theconfiguration process of the opponent will be described in more detailbelow.

At 216, game controller 110 provides the selected event in which thefirst player competes (either against local opponents and/or with theopponent created based on the second player's time). For example, thefirst player controls a first car in a race and an opponent based on thesecond player's time is controlled via AI by game controller 110. Theopponent is AI-controlled using the set of parameters that wereconfigured based on the second player's timing information. Also,characteristics of the second player's game may also be used. Forexample, if the second player drove on the grass a lot in the firstinstance of the game, the AI controlled opponent may drive on the grassa lot.

At 218, the selected event finishes and game controller 110 records atime T for the first player to complete the event. For example, in arace, the first player controls a first car and when the first playermaneuvers the car around the racetrack a number of times to complete therace, game controller 110 records that time.

At 220, game controller 110 calculates a skill rating S. The skillrating may depend on various factors, such as the time T, theconfiguration of the first player's game entity (e.g., the car and whatfeatures the car has), the characteristics of game play (e.g., how wellthe first player controlled the first car—drove on the grass, crashed,etc.), and the place the first player came in in the event.

At 222, game controller 110 uploads the time T and the skill S to server104. In this case, the time T and skill S may be used to participate inother time-shifted multiplayer games with other friends of the firstplayer.

FIG. 2B depicts a timeline for the time-shifted multiplayer gameaccording to one embodiment. As a time T1, the second player competes inthe first game. Then, at a time T2, the first game ends and a time forthe second player is recorded. At a time T3, the first player initiatesthe second game. The second game is started after the completion of thefirst game as is shown. At time T4, the second game is configured with atime-shifted opponent using the first player's time and the game isstarted. As shown, the first and second games are not played at the sametime, but the second game simulates a multiplayer game using the secondplayer's time.

Different methods for mapping timing information for a second player'stime received in a previous game to an AI-controlled opponent may beappreciated. Particular embodiments map from the second player's timinginformation to a set of parameters that will be used to control theopponent. FIG. 3 depicts an example of a mapping table 300 according toone embodiment. Mapping table 300 includes entries for various opponentsand the times in which the opponents are predicted to complete an eventbased on a configured set of parameters. In mapping table 300, theopponents are cars, and the set of parameters includes a skill level.The prediction of the times to complete an event may be determined basedon an initial configuration stage. In this case, for an event, such as aspecific racetrack, a simulated race with multiple cars of differentskill levels may be performed. The times in which the cars complete therace are then recorded. Multiple races may be performed to simulateactual game conditions to predict the times for the various cars. Thepredicted times are then stored in mapping table 300. The initialconfiguration stage may be performed before the first and second gamesare performed.

In table 300, a relationship between skill level and the time receivedis shown. In one embodiment, the relationship is linear in that as skilllevel is adjusted up or down, the times adjust up or down, respectively,in response. For example, a car #1 has a skill level of 20 and receivesa time of 10:00 minutes, car #2 has a skill level of 40 and receives atime of 8:00 minutes, and so on. As can be seen, as the skill levelincreases, the times generally decrease. Although a higher skill levelmay not always result in a lower time in a race, in general, a higherskill level means that a car performs better and most likely results ina lower time. It will be recognized that game play may affect the time,such as a car may crash, which causes the car to receive a higher time.In the initial configuration phase, multiple races may be run to predictan average time for each car of each skill level.

Time-shifted multiplayer engine 108 uses mapping table 300 tointerpolate a skill level for an opponent. For example, if the timinginformation for the second player in the previous game was five minutes,then time-shifted multiplayer engine 108 may use the times for car #3and car #4 and their respective skill levels to determine a skill levelfor the opponent. In this case, because the time of 5 minutes is inbetween the time of 4 minutes and 6:30 minutes and the respective skilllevels for car #4 and car #3 are 80 and 65, time-shifted multiplayerengine 108 interpolates that the skill level for the opponent in thepresent game should be between the range of 65-80. For example,time-shifted multiplayer engine 108 determines the interpolated skilllevel should be 71 based on a ratio between the predicted times andskill levels. Other methods for interpolating the skill level will alsobe appreciated.

In one embodiment, a performance level may also be used in addition tothe skill level. As described above, the performance level may be basedon the type of game entity that is being used in the game. For example,the second player's car that was used in the previous race may havecertain features, such as upgrades, that contribute to the performancelevel. In one example, the second player's car may have a certain levelof acceleration, braking ability, or top speed. The performance levelfor the car depends on aspects of these features. Different performancelevels affect the time to complete the race. For example, a car that hasa higher acceleration and higher top speed may be more likely tocomplete a race in a faster time than another car.

In one embodiment, time-shifted multiplayer engine 108 may match theperformance level associated with the second player to a performancelevel in a mapping table. Thus, the skill level and times for cars inthe mapping table match the performance level of the second player. FIG.4 shows an example of mapping tables 300-1 and 300-2 that includeperformance levels according to one embodiment. Mapping table 300-1 isthe same mapping table as depicted in FIG. 3 except that the performancelevel is defined as being equal to 80. In this case, all the cars inmapping table 300-1 are associated with a performance level of 80.Mapping table 300-2, however, is associated with a performance level of90. Thus, all cars in mapping table 300-2 are associated with thisperformance level. As discussed above, a higher performance level meansthe cars perform at a higher level and thus complete a race with fastertimes in most cases. As shown in mapping table 300-2, cars #1-#4 havecompleted the race in faster times than cars #1-#4 in mapping table300-1 even though the cars have the same respective skill level.

If the second player had a performance level of 90 and completed therace in a time of 5 minutes, then game controller 110 would interpolatebetween the times and skill levels for car #2 and car #3 in mappingtable 300-2. This results in a skill level between the range of 40-65,which is different from the skill level determined above with respect toFIG. 3. That is, if the second player had a better car, but completedthe race in the same time, this would indicate that the user would havea lower skill level. Accordingly, the performance level may affect theskill level that time-shifted multiplayer engine 108 determines for theopponent.

FIG. 5 depicts a more detailed example of time-shifted multiplayerengine 108 according to one embodiment. A timing information receiver502 receives timing information and performance levels for friends ofthe first player. Timing information receiver 502 may then select one ormore of the friends to create as opponents to the first player. Whenselected, timing information receiver 502 sends the timing informationand performance level to a mapping engine 504. Mapping engine 504 mayaccess a mapping table in storage 506 depending on the performance levelreceived. For example, a table determiner 508 takes the performancelevel and determines a mapping table in storage 506. Although mappingtables are discussed, it will be understood that table determiner 508may query a database to determine the needed information without using amapping table.

An interpolation engine 510 then uses the timing information tointerpolate a skill level based on the determined mapping table. Asdiscussed above, the times for different cars with respective skilllevels in a mapping table 300 are used to interpolate a skill level forthe friend. Once the skill level is determined, interpolation engine 510outputs the skill level.

Once the skill level is determined, game controller 110 may provide thegame using different methods. For example, game controller 110 may setthe skill level as an initial condition for an opponent. Game controller110 may then control the opponent based on the skill level, but gameplay may dictate what time the opponent receives in the event. In otherembodiments, game controller 110 may set the skill level, but dependingon game play, game controller 110 may dynamically adjust the skill levelto cause the opponent to achieve the time that the friend received. FIG.6 depicts a simplified flowchart 600 for providing a game according toone embodiment. At 602, game controller 110 sets the skill level as aninitial condition in the game for the opponent. The initial condition isthen used to control a car in a race.

At 604, game controller 110 provides the game in which the first playercompetes with the opponent. For example, the first player may becontrolling a first car and the opponent is being automaticallycontrolled in a second car based on the skill level that was set as aninitial condition. During game play, certain random events may occur,such as the first player may run into the opponent, pass the opponent,etc. These events affect the play of the opponent. For example, if theopponent crashes, then the predicted time associated with the opponentin which the skill level was set may not be achievable.

At 606, game controller 110 determines if dynamic adjustment of theinitial condition is configured. In some cases, game controller 110 isconfigured to let the aspects of game play dictate the time of theopponent. Thus, the opponent may not achieve the same time as the secondplayer's time in this instance of the game. However, if dynamicadjustment is configured, at 608, game controller 110 may adjust theskill level for the opponent. For example, if game controller 110determines that the opponent is behind the time achieved by the secondplayer, then game controller 110 may increase the skill level. Thiscauses the opponent to perform at a higher level and thus may cause thetime to complete the event to decrease. Other methods of adjusting theopponent to achieve the predicted time may also be appreciated, such asgame controller 110 may cause a car to have upgraded features, such as ahigher top speed or acceleration during the race.

At 610, game controller 110 determines if the game has ended. If not,the process reiterates and the game continues to be provided and dynamicadjustment continues to be evaluated. At 612, if the game has ended,game controller 110 records the time.

In some cases, certain game types may not record a time. For instance, agame type may be an elimination mode, wherein players are eliminatedevery 20 seconds. In this case, the race time is fixed (e.g., 7×20seconds), and thus comparisons on time may be compatible. In thesescenarios, particular embodiments may estimate the skill that the secondplayer played at for that specific event. This estimation is based onhow the second player competed against opponents. For instance, if thesecond player was in an elimination type game against opponents withskill levels of 60, 61, 62, 63, and 64, and beat opponents with theskill levels of 60, 61, and 62, but not the opponents with the skilllevels of 63 and 64, particular embodiments may estimate the secondplayer's skill level for that particular instance of the event as 63.That is, the skill level is similar to the highest skill level of abeaten opponent and the lowest skill level of an opponent that beat thesecond player. Particular embodiments may also use interpolation if thesecond player beat all opponents by a large margin (e.g., the highestskilled opponent was skill 72 but the second player was half a lap aheadwhen winning so particular embodiments might estimate that the secondplayer is skill 75 or higher rather than 73). Accordingly, timinginformation may be the skill levels of the opponents in the race andwhere the second player finished in the race. The skill level may besent as timing information in this case. Time-shifted multiplayer engine108 may then estimate the skill level based on the results of the lastgame.

Accordingly, particular embodiments provide a time-shifted multiplayergame. A friend may compete in a first game and achieve a time forcompleting an event. Later on, a second player may decide to compete inanother event. To give the experience of a multiplayer game, an opponentis configured based on the friend's game and the first player competesagainst the opponent. This makes the game more interesting as the firstplayer attempts to beat the opponent.

FIG. 7 illustrates an example of a special purpose computer system 700configured to provide a time-shifted multiplayer game according to oneembodiment. Computer system 700 includes a bus 702, network interface704, a computer processor 706, a memory 708, a storage device 710, and adisplay 712.

Bus 702 may be a communication mechanism for communicating information.Computer processor 704 may execute computer programs stored in memory708 or storage device 708. Any suitable programming language can be usedto implement the routines of particular embodiments including C, C++,Java, assembly language, etc. Different programming techniques can beemployed such as procedural or object oriented. The routines can executeon a single computer system 700 or multiple computer systems 700.Further, multiple processors 706 may be used.

Memory 708 may store instructions, such as source code or binary code,for performing the techniques described above. Memory 708 may also beused for storing variables or other intermediate information duringexecution of instructions to be executed by processor 706. Examples ofmemory 708 include random access memory (RAM), read only memory (ROM),or both.

Storage device 710 may also store instructions, such as source code orbinary code, for performing the techniques described above. Storagedevice 710 may additionally store data used and manipulated by computerprocessor 706. For example, storage device 710 may be a database that isaccessed by computer system 700. Other examples of storage device 710include random access memory (RAM), read only memory (ROM), a harddrive, a magnetic disk, an optical disk, a CD-ROM, a DVD, a flashmemory, a USB memory card, or any other medium from which a computer canread.

Memory 708 or storage device 710 may be an example of a non-transitorycomputer-readable storage medium for use by or in connection withcomputer system 700. The computer-readable storage medium containsinstructions for controlling a computer system to be operable to performfunctions described by particular embodiments. The instructions, whenexecuted by one or more computer processors, may be operable to performthat which is described in particular embodiments.

Computer system 700 includes a display 712 for displaying information toa computer user. Display 712 may display a user interface used by a userto interact with computer system 700.

Computer system 700 also includes a network interface 704 to providedata communication connection over a network, such as a local areanetwork (LAN) or wide area network (WAN). Wireless networks may also beused. In any such implementation, network interface 704 sends andreceives electrical, electromagnetic, or optical signals that carrydigital data streams representing various types of information.

Computer system 700 can send and receive information through networkinterface 704 across a network 714, which may be an Intranet or theInternet. Computer system 700 may interact with other computer systems700 through network 714. In some examples, client-server communicationsoccur through network 714. Also, implementations of particularembodiments may be distributed across computer systems 700 throughnetwork 714.

Particular embodiments may be implemented in a non-transitorycomputer-readable storage medium for use by or in connection with theinstruction execution system, apparatus, system, or machine. Thecomputer-readable storage medium contains instructions for controlling acomputer system to perform a method described by particular embodiments.The computer system may include one or more computing devices. Theinstructions, when executed by one or more computer processors, may beoperable to perform that which is described in particular embodiments.

As used in the description herein and throughout the claims that follow,“a”, “an”, and “the” includes plural references unless the contextclearly dictates otherwise. Also, as used in the description herein andthroughout the claims that follow, the meaning of “in” includes “in” and“on” unless the context clearly dictates otherwise.

The above description illustrates various embodiments along withexamples of how aspects of particular embodiments may be implemented.The above examples and embodiments should not be deemed to be the onlyembodiments, and are presented to illustrate the flexibility andadvantages of particular embodiments as defined by the following claims.Based on the above disclosure and the following claims, otherarrangements, embodiments, implementations and equivalents may beemployed without departing from the scope hereof as defined by theclaims.

What is claimed is:
 1. A method of providing a game for a first player, the method comprising: receiving, by one or more computer processors, timing information for a second player that competed in a first instance of the game participated in by the second player; determining, by the one or more computer processors, a set of parameters for an artificial intelligence (AI) controlled opponent in a second instance of the game based on the timing information, wherein the second player started competing in the first instance of the game before the second instance of the game is started; creating, by the one or more computer processors, the AI controlled opponent based on the set of parameters for the second instance of the game; and providing, by the one or more computer processors, the second instance of the game in which the first player competes with the AI controlled opponent, wherein a performance of the AI controlled opponent is automatically controlled during the second instance of the game.
 2. The method of claim 1, wherein providing the second instance of the game comprises: setting the set of parameters as an initial condition for the AI controlled opponent, wherein a time for the AI controlled opponent in the second instance of the game depends on game play of the second instance of the game.
 3. The method of claim 2, wherein the time for the AI controlled opponent in the second instance of the game is different from a time received by the second player in the first instance of the game.
 4. The method of claim 2, wherein providing the second instance of the game comprises: dynamically altering the set of parameters during game play of the second instance of the game such that the AI controlled opponent achieves a same time in the second instance of the game as that received by the second player in the first instance of the game.
 5. The method of claim 1, wherein determining the set of parameters comprises: mapping the timing information for the second player to a skill level for the AI controlled opponent, wherein the skill level is based on a prediction that the AI controlled opponent will achieve a time received by the second player in the first instance of the game.
 6. The method of claim 5, further comprising: determining a performance level used in the first instance of the game by the second player; and applying the performance level in the mapping to determine the skill level such that the AI controlled opponent is performing at a similar performance level used in the first instance of the game.
 7. The method of claim 1, wherein determining the set of parameters comprises: mapping skill levels in the timing information for a set of opponents in the first instance of the game to a skill level for the AI controlled opponent in the second instance of the game, wherein the skill level for the AI controlled opponent is based on a result of the first instance of the game between the set of opponents and the second player.
 8. The method of claim 1, further comprising: simulating a plurality of opponents in a simulated game to determine a plurality of predicted times for completing the game for the plurality of opponents, wherein each of the plurality of opponents is associated with a different set of parameters; and determining the set of parameters for the AI controlled opponent in the second instance of the game using at least a portion of the set of parameters associated with the plurality of opponents and at least a portion of the plurality of predicted times.
 9. The method of claim 8, wherein determining the set of parameters comprises: determining one or more opponents in the plurality of opponents based on a comparison of the timing information for the second player and the predicted times for the one or more opponents; and interpolating a skill level for the AI controlled opponent in the second instance of the game based on the predicted times and skill levels for the one or more opponents and the timing information for the second player.
 10. The method of claim 1, further comprising: receiving characteristics of game play for the first instance of the first game; and using the characteristics to control the AI controlled opponent in the second instance of the game.
 11. The method of claim 1, wherein: the game comprises a car racing game, the second player raced a first car in the first instance of the car racing game, the first player is racing a second car in the second instance of the car racing game; and the AI controlled opponent is racing a third car in the second instance of the car racing game.
 12. A method of providing a racing game for a first player, the method comprising: receiving, by one or more computer processors, a second player's time for completing a race using a first racing entity in a first instance of the racing game participated in by the second player; mapping, by the one or more computer processors, the second player's time to a skill level for a second racing entity in a second instance of the racing game based on a mapping table of skill levels to predicted times for completing the racing game for opponents in the racing game, wherein the first instance of the racing game is completed by the second player before the second instance of the racing game is started; creating, by the one or more computer processors, the second racing entity for the second instance of the racing game based on the skill level; and providing, by the one or more computer processors, the second instance of the racing game in which the first player races a third racing entity that competes with the second racing entity, wherein the second racing entity is automatically controlled in the second instance of the racing game by a game controller to perform according to the skill level, and wherein in providing the second instance of the game, the method further comprises dynamically altering the skill level of the second racing entity during game play of the second instance of the game such that the second racing entity achieves the second player's time in the second instance of the game.
 13. The method of claim 12, wherein providing the second instance of the game comprises: setting the skill level as an initial condition for the second racing entity, wherein a time for the second racing entity in the second instance of the game depends on game play of the second instance of the game.
 14. The method of claim 13, wherein the time for the second racing entity in the second instance of the game is different from the second player's time in the first instance of the game.
 15. The method of claim 12, wherein the skill level is based on a prediction that the second racing entity, when controlled by the game controller in the second instance of the game, will achieve the second player's time.
 16. The method of claim 12, further comprising: simulating a plurality of opponents in a simulated game to determine the predicted times for completing the racing game for the plurality of opponents, wherein each of the plurality of opponents is associated with a different skill level; and determining the set of parameters for the game controlled opponent in the second instance of the game using the skill levels associated with the plurality of opponents and at least a portion of the predicted times for completing the racing game.
 17. A non-transitory computer-readable storage medium comprising instructions, that when executed, control one or more computer processors to: receive timing information for a second player that competed in a first instance of the game participated in by the second player; determine, by the one or more computer processors, a set of parameters for an AI controlled opponent in a second instance of the game based on the timing information, wherein the second player started competing in the first instance of the game before the second instance of the game is started; create the AI controlled opponent based on the set of parameters for the second instance of the game; and provide, by the one or more computer processors, the second instance of the game in which the first player competes with the AI controlled opponent, wherein the AI controlled opponent is automatically controlled during the second instance of the game.
 18. The non-transitory computer-readable storage medium of claim 18, the one or more computer processors further to: simulate a plurality of opponents in a simulated game to determine a plurality of predicted times for completing the game for the plurality of opponents, wherein each of the plurality of opponents is associated with a different set of parameters; and determine the set of parameters for the AI controlled opponent in the second instance of the game using at least a portion of the set of parameters associated with the plurality of opponents and at least a portion of the plurality of predicted times. 